Sometimes the best thing you can do for a sequence is just cut a shot, even if the idea is cool.

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#unrealengine #ue5 #gamecinematic #editingchoices #storyboardtofinal… | Safari Sosebee

Sometimes the best thing you can do for a sequence is just cut a shot, even if the idea is cool. We had a moment in the trailer where Brynhild jumps toward Ra from off screen, and the glint of her movement reflects off a soldier’s shield. That glint was supposed to be what caught Ra’s attention and made him turn. It worked in the animatic. But once we got into 3D, the shot just didn’t feel right. The camera angle was awkward. We were over Ra’s shoulder with a longer focal length, which flattened everything. The glint was hard to read. And even if we got it working, we weren’t sure the audience would even notice it. There were too many questions, and it started to feel like we were solving the wrong problem. Eventually, we dropped the shot entirely. Ra just senses Brynhild and turns. That was enough. And honestly, once we cut the moment, the pacing got better. It gave us time back that we used to let other moments breathe. Letting go of a shot can feel like a loss at first, but sometimes it’s the best thing for the story. Full breakdown of the process and more lessons like this are up here: https://lnkd.in/g3qA4rvt #UnrealEngine #UE5 #GameCinematic #EditingChoices #StoryboardToFinal #RealTimeRendering #LookDev #BehindTheScenes #Godforge #CinematicWorkflow #IndieProduction

https://youtu.be/XC_KEZ0RYvk

Wondering just what the fuss is all about? Check out the opening cutscene to the story! It's quite dramatic and epic.

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Opening Cinematic | BALDUR'S GATE 3

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